Mesh RenderersA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
See in Glossary, Trail RenderersA visual effect that lets you to make trails behind GameObjects in the Scene as they move. More info
See in Glossary, Line RenderersA component that takes an array of two or more points in 3D space and draws a straight line between each one. You can use a single Line Renderer component to draw anything from a simple straight line to a complex spiral. More info
See in Glossary, Particle SystemsA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary, and Sprite RenderersA component that lets you display images as Sprites for use in both 2D and 3D scenes. More info
See in Glossary are supported for draw call batching. Other types of rendering components, including Skinned MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary Renderers Cloth, are not supported. Unity only batches Renderers with other Renderers of the same type; for example, Mesh Renderers with Mesh Renderers.
Unity batches draw calls of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary that use the same material. This means to get the best results from draw call batching, share materials among as many GameObjects as possible. If you have two material assets that are identical apart from their textures, you can combine the textures into a single, larger texture. This process is called texture atlasing. For more information, see the Wikipedia article on texture atlasing. When textures are in the same atlas, you can use a single material asset instead.
In the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary, you can use a MaterialPropertyBlock to change material properties without breaking draw call batching. The CPU still needs to make some render-state changes, but using a MaterialPropertyBlock
is faster than using multiple materials. If your project uses a Scriptable Render Pipeline, don’t use a MaterialPropertyBlock
because they remove SRP Batcher compatibility for the material.